Having an issue where baked occlusion culling is not working in VR.
Using Universal RP 10.2.2, Unity 2020.2.1f1, & an Oculus Quest 2 connected via Oculus Link.
In this video, I have the camera positioned inside of a wall, where the cubes in the room should be occluded,
but they render anyway. They are hidden when I set Target Eye to none.
I’ve tried replicating this in a fresh project and this still happens.
Yep. I just noticed this too. Works when testing in the editor but when deployed on Quest it most definitely doesn’t work. I knew I shouldn’t of updated from 2019 LTS to 2020.